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Phong shading OR Normal Vector Interpolation Shading
In Gouraud shading we were doing direct interpolation of intensities although a more exact method for rendering a polygon surface is to interpolate normal vectors and then apply illumination model to all surface. This perfect method was specified by Phong and this leads to Phong shading at Normal vector interpolation shading.
Frame Buffers - Graphics Hardware The storage region in a raster scan display system is set as a two-dimensional table. All row-column entry stores information as brightness
Question 1 Write a note on: Audio Spectrum & Audio Waveform Question 2 What is high dynamic range color? Explain gradient color Question 3 Describe Time-Remapping
Low Level Techniques or Motion Specific These techniques are utilized to control the motion of any graphic element in any animation scene completely. These techniques are also
1. How does the resolution of a system influence graphic display? Ans. In a high resolution system the adjacent pixels are so near spaced such approximated line-pixels lie extr
Categories of Orthographic Projection Orthographic projection is additionally divided into Multi-view projection and axonometric projection, depending upon where the direction
How avar values generate to get realistic movement There are numerous ways of generating avar values to get realistic movement. One way is to use markers on a real person (or w
Steps for clip a line segment-PQ Initially, find all the points of intersections of the line segment PQ along with the edges of the polygonal window and describe them eith
Well you might surprise to what a convex window? In common, on the basis of the shapes the windows are categorized into two classes: i) A Convex shaped windows: Windows of a s
Important Points about the Transformation for isometric projection Note: We can also verify such Isometric transformation matrix through checking all the foreshortening fact
Buffer Areas Required For Z-Buffer Algorithm For applying z-buffer algorithm, we need two buffer areas or two 2-Dimentional arrays: 1) Depth-buffer [i,j], to sa
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